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-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.h58
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.hpp135
-rw-r--r--mwe/ecs-homemade/inc/Components.h66
-rw-r--r--mwe/ecs-homemade/inc/Components.hpp20
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.h20
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.hpp7
6 files changed, 306 insertions, 0 deletions
diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h
new file mode 100644
index 0000000..0ba358e
--- /dev/null
+++ b/mwe/ecs-homemade/inc/ComponentManager.h
@@ -0,0 +1,58 @@
+#pragma once
+
+#include "Components.h"
+#include <cstdint>
+#include <memory>
+#include <typeindex>
+#include <unordered_map>
+#include <utility>
+#include <vector>
+
+class ComponentManager {
+public:
+ static ComponentManager & GetInstance(); //Singleton
+
+ ComponentManager(const ComponentManager &) = delete; //Singleton
+ ComponentManager(ComponentManager &&) = delete; //Singleton
+ ComponentManager & operator=(const ComponentManager &) = delete; //Singleton
+ ComponentManager & operator=(ComponentManager &&) = delete; //Singleton
+
+ //Add a component of a specific type
+ template <typename T, typename... Args>
+ T & AddComponent(std::uint32_t id, Args &&... args);
+ //Deletes all components of a specific type and id
+ template <typename T>
+ void DeleteComponentsById(std::uint32_t id);
+ //Deletes all components of a specific type
+ template <typename T>
+ void DeleteComponents();
+ //Deletes all components of a specific id
+ void DeleteAllComponentsOfId(std::uint32_t id);
+ //Deletes all components
+ void DeleteAllComponents();
+
+ //Get a vector<> of all components at specific type and id
+ template <typename T>
+ std::vector<std::reference_wrapper<T>>
+ GetComponentsByID(std::uint32_t id) const;
+ //Get a vector<> of all components of a specific type
+ template <typename T>
+ std::vector<std::reference_wrapper<T>> GetComponentsByType() const;
+
+private:
+ static ComponentManager mInstance; //Singleton
+
+ ComponentManager(); //Singleton
+
+ /*
+ * The std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> below might seem a bit strange, let me explain this structure:
+ * The std::unordered_map<> has a key and value. The key is a std::type_index and the value is a std::vector. So, a new std::vector will be created for each new std::type_index.
+ * The first std::vector<> stores another vector<>. This first vector<> is to bind the entity's id to a component.
+ * The second std::vector<> stores unique_ptrs. Each component can be gathered via an unique_ptr. This second vector<> allows multiple components of the same std::type_index for one entity (id).
+ */
+ std::unordered_map<std::type_index,
+ std::vector<std::vector<std::unique_ptr<Component>>>>
+ mComponents;
+};
+
+#include "ComponentManager.hpp"
diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp
new file mode 100644
index 0000000..92db1d4
--- /dev/null
+++ b/mwe/ecs-homemade/inc/ComponentManager.hpp
@@ -0,0 +1,135 @@
+
+template <typename T, typename... Args>
+T & ComponentManager::AddComponent(std::uint32_t id, Args &&... args) {
+ //Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ //Check if this component type is already in the unordered_map<>
+ if (mComponents.find(type) == mComponents.end()) {
+ //If not, create a new (empty) vector<> of vector<unique_ptr<Component>>
+ mComponents[type]
+ = std::vector<std::vector<std::unique_ptr<Component>>>();
+ }
+
+ //Resize the vector<> if the id is greater than the current size
+ if (id >= mComponents[type].size()) {
+ //Initialize new slots to nullptr (resize does automatically init to nullptr)
+ mComponents[type].resize(id + 1);
+ }
+
+ //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<>
+ mComponents[type][id].push_back(
+ std::make_unique<T>(std::forward<Args>(args)...));
+
+ return static_cast<T &>(*mComponents[type][id].back().get());
+}
+
+template <typename T>
+void ComponentManager::DeleteComponentsById(std::uint32_t id) {
+ //Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ //Find the type (in the unordered_map<>)
+ if (mComponents.find(type) != mComponents.end()) {
+ //Get the correct vector<>
+ std::vector<std::vector<std::unique_ptr<Component>>> & componentArray
+ = mComponents[type];
+
+ //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ if (id < componentArray.size()) {
+ //Clear the whole vector<> of this specific type and id
+ componentArray[id].clear();
+ }
+ }
+}
+
+template <typename T>
+void ComponentManager::DeleteComponents() {
+ //Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ //Find the type (in the unordered_map<>)
+ if (mComponents.find(type) != mComponents.end()) {
+ //Clear the whole vector<> of this specific type
+ mComponents[type].clear();
+ }
+}
+
+template <typename T>
+std::vector<std::reference_wrapper<T>>
+ComponentManager::GetComponentsByID(std::uint32_t id) const {
+ //Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ //Create an empty vector<>
+ std::vector<std::reference_wrapper<T>> componentVector;
+
+ //Find the type (in the unordered_map<>)
+ if (mComponents.find(type) != mComponents.end()) {
+
+ //Get the correct vector<>
+ const std::vector<std::vector<std::unique_ptr<Component>>> &
+ componentArray
+ = mComponents.at(type);
+
+ //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ if (id < componentArray.size()) {
+ //Loop trough the whole vector<>
+ for (const std::unique_ptr<Component> & componentPtr :
+ componentArray[id]) {
+ //Cast the unique_ptr to a raw pointer
+ T * castedComponent = static_cast<T *>(componentPtr.get());
+
+ //Ensure that the cast was successful
+ if (castedComponent) {
+ //Add the dereferenced raw pointer to the vector<>
+ componentVector.push_back(*castedComponent);
+ }
+ }
+ }
+ }
+
+ //Return the vector<>
+ return componentVector;
+}
+
+template <typename T>
+std::vector<std::reference_wrapper<T>>
+ComponentManager::GetComponentsByType() const {
+ //Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ //Create an empty vector<>
+ std::vector<std::reference_wrapper<T>> componentVector;
+ //std::uint32_t id = 0; //Set the id to 0 (the id will also be stored in the returned vector<>)
+
+ //Find the type (in the unordered_map<>)
+ if (mComponents.find(type) != mComponents.end()) {
+
+ //Get the correct vector<>
+ const std::vector<std::vector<std::unique_ptr<Component>>> &
+ componentArray
+ = mComponents.at(type);
+
+ //Loop through the whole vector<>
+ for (const std::vector<std::unique_ptr<Component>> & component :
+ componentArray) {
+ //Loop trough the whole vector<>
+ for (const std::unique_ptr<Component> & componentPtr : component) {
+ //Cast the unique_ptr to a raw pointer
+ T * castedComponent = static_cast<T *>(componentPtr.get());
+
+ //Ensure that the cast was successful
+ if (castedComponent) {
+ //Pair the dereferenced raw pointer and the id and add it to the vector<>
+ componentVector.emplace_back(std::ref(*castedComponent));
+ }
+ }
+
+ //++id; //Increase the id (the id will also be stored in the returned vector<>)
+ }
+ }
+
+ //Return the vector<>
+ return componentVector;
+}
diff --git a/mwe/ecs-homemade/inc/Components.h b/mwe/ecs-homemade/inc/Components.h
new file mode 100644
index 0000000..ad491e7
--- /dev/null
+++ b/mwe/ecs-homemade/inc/Components.h
@@ -0,0 +1,66 @@
+#pragma once
+
+#include <memory>
+#include <string>
+
+class Component {
+public:
+ Component();
+
+ bool mActive;
+};
+
+class Sprite : public Component {
+public:
+ Sprite(std::string path);
+
+ std::string mPath;
+};
+
+class Rigidbody : public Component {
+public:
+ Rigidbody(int mass, int gravityScale, int bodyType);
+
+ int mMass;
+ int mGravityScale;
+ int mBodyType;
+};
+
+class Colider : public Component {
+public:
+ Colider(int size);
+
+ int mSize;
+};
+
+class IBehaviour {
+public:
+ virtual ~IBehaviour() = default;
+ virtual void onStart() = 0;
+ virtual void onUpdate() = 0;
+};
+
+template <typename T>
+class BehaviourWrapper : public IBehaviour {
+public:
+ BehaviourWrapper();
+ void onStart() override;
+ void onUpdate() override;
+
+private:
+ T instance;
+};
+
+class BehaviourScript : public Component {
+public:
+ template <typename T>
+ void addScript();
+
+ void onStart();
+ void onUpdate();
+
+private:
+ std::unique_ptr<IBehaviour> behaviour;
+};
+
+#include "Components.hpp"
diff --git a/mwe/ecs-homemade/inc/Components.hpp b/mwe/ecs-homemade/inc/Components.hpp
new file mode 100644
index 0000000..436a28c
--- /dev/null
+++ b/mwe/ecs-homemade/inc/Components.hpp
@@ -0,0 +1,20 @@
+#include "Components.h"
+#include <iostream>
+
+template <typename T>
+BehaviourWrapper<T>::BehaviourWrapper() : instance() {}
+
+template <typename T>
+void BehaviourWrapper<T>::onStart() {
+ instance.onStart();
+}
+
+template <typename T>
+void BehaviourWrapper<T>::onUpdate() {
+ instance.onUpdate();
+}
+
+template <typename T>
+void BehaviourScript::addScript() {
+ behaviour = std::make_unique<BehaviourWrapper<T>>();
+}
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.h b/mwe/ecs-homemade/inc/GameObjectMax.h
new file mode 100644
index 0000000..5fab44a
--- /dev/null
+++ b/mwe/ecs-homemade/inc/GameObjectMax.h
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <cstdint>
+#include <string>
+
+class GameObject {
+public:
+ GameObject(std::uint32_t id, std::string name, std::string tag, int layer);
+
+ template <typename T, typename... Args>
+ T & AddComponent(Args &&... args);
+
+ std::uint32_t mId;
+ std::string mName;
+ std::string mTag;
+ bool mActive;
+ int mLayer;
+};
+
+#include "GameObjectMax.hpp"
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.hpp b/mwe/ecs-homemade/inc/GameObjectMax.hpp
new file mode 100644
index 0000000..2f433bb
--- /dev/null
+++ b/mwe/ecs-homemade/inc/GameObjectMax.hpp
@@ -0,0 +1,7 @@
+#include "ComponentManager.h"
+
+template <typename T, typename... Args>
+T & GameObject::AddComponent(Args &&... args) {
+ return ComponentManager::GetInstance().AddComponent<T>(
+ mId, std::forward<Args>(args)...);
+}